










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Shadowblade |
Level / Exp | 18 / 2% |
Size | medium |
Lifes / Deaths | Killed by Layovena the thief at level 10 on the 10th Mirth 122nd year of Ascendancy at 14:55 1 / 4Killed by greater gwelgoroth at level 15 on the 35th Dusk 122nd year of Ascendancy at 00:24 Killed by Urkis, the High Tempest at level 15 on the 39th Dusk 122nd year of Ascendancy at 10:17 Killed by Silana the sandworm destroyer at level 17 on the 65th Dusk 122nd year of Ascendancy at 16:20 |
Primary Stats
Strength | 18 (base 13) |
Dexterity | 48 (base 35) |
Constitution | 25 (base 22) |
Magic | 25 (base 14) |
Willpower | 16 (base 10) |
Cunning | 39 (base 29) |
Resources
Life | 430/430 |
Mana | 286/292 |
Stamina | 132/146 |
Positive | 98/101 |
Healing Factor | 1.1153846153846 |
Regeneration | 4.090725473772 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 6 |
See Stealth | 42.213032150508 |
See Invisible | 42.213032150508 |
Offense: Mainhand
Damage | 59 |
Accuracy | 67 |
Crit Chance | 25% |
APR | 33 |
Speed | 1.00 |
Offense: Offhand
Damage | 44 |
Accuracy | 67 |
Crit Chance | 25% |
APR | 33 |
Speed | 1.00 |
Offense: Spell
Spellpower | 31 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Acid | +8% |
Cold | +4% |
Lightning | +17% |
Fire | +5% |
All | 0% |
Offense: Damage Penetration
Lightning | +6% |
Acid | +7% |
Physical | +6% |
Cold | +8% |
Fire | +7% |
Defense: Base
Armour (hardiness) | 14 (65.262584045066%) |
Defense | 44 |
Ranged Defense | 44 |
Fatigue | 0 |
Physical Save | 16 |
Spell Save | 29 |
Mental Save | 22 |
Defense: Resistances
Lightning | + 26%( 70%) |
Light | + 9%( 70%) |
Nature | + 6%( 70%) |
Blight | + 6%( 70%) |
Acid | + 6%( 70%) |
Fire | + 3%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 5% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 257 damage for 4 turns. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Duelist | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 2/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.33 |
| 0/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Cunning / Survival | 1.10 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Shadow Combat |
beneficial effect | Parrying melee and ranged attacks: Has a 28% chance to deflect up to 16 damage from the next 2.5 attack(s). Parried attacks cannot crit. Parrying |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 38. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed bear paw. * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +5 Fatigue +1% Resists +6% nature Spell.save +3 (+1 eff.) Stun/Frz- +5% ---------- misc Light +3 Infravis +1 A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +2 Str dps ---------- Acc +4 (+1 eff.) Apr +6 ----- def ----- Resists +9% light Spell.save +20 (+10 eff.) Max.HP +40.00 ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T1 head armor [Ego++] Master While equipped: Stats +3 Str +3 Wil +3 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% blight Mind.save +5 (+3 eff.) A cap made of leather. |
On hands | ![]() 1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 6 acid Dmg.mod +3% acid Acc +11 (+2 eff.) ----- def ----- Armour +1 Resists +6% acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 67 for 7 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +4 Cun +3 Mag dps ---------- Spell.crit +3% Spell.pwr +7 (+4 eff.) Dmg.mod +13% lightning Acc +9 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+3 eff.) Resists +26% lightning +3% fire ---------- misc Mana/s.crit +1.00 Max.mana +60.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Dex dps ---------- Melee+ 20 light Ranged+ 20 light Acc +8 (+2 eff.) On Hit (Melee): * 15% chance to blind On Hit (Ranged): * 18% chance to blind Rings can have magical properties. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag dps ---------- Spell.crit +3% Spell.pwr +3 (+2 eff.) Dmg.mod +5% acid +5% fire +4% cold +4% lightning ---------- misc Masteries +0.13 Technique/Combat training Amulets can have magical properties. |
In main hand | ![]() 1.0 T3 dagger 1H weapon [Ego++] Arcane/Psionic Power 19.0 - 24.7 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Random elemental explosion * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Res.pen +7% acid +7% fire +6% lightning +8% cold Sharp, short and deadly. |
Around waist | ![]() 1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Dex +4 Cun +7 Lck ----- def ----- Stealth +8 ---------- misc T.Disarm +5 Infravis +4 A belt that goes around your waist. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Ego+] Master Power 22.5 - 29.3 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +6% physical Acc +6 (+1 eff.) Apr +8 Sharp, short and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Ego++] Arcane/Master While equipped: Stats +2 Dex +2 Mag +3 Wil +2 Cun dps ---------- Spell.crit +5% Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T4 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +7 (+2 eff.) Melee Ret 10 physical ----- def ----- Armour +7 Defense +4 (+2 eff.) Fatigue +8% A suit of armour made of leather. |
Inventory
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 20 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 59 with a minimum range of 15. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T2 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +10% nature +11% blight Poison- +21% Disease- +24% Amulets can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +8 (+4 eff.) Confus- +20% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +2 Con dps ---------- Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +9 (+3 eff.) Spell.save +12 (+6 eff.) ---------- misc Max.stam +15.00 Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() 3.0 T3 battleaxe 2H weapon Reqs Str 24 [Normal] Power 33.0 - 49.5 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Massive two-handed battleaxes. |
![]() 1.0 T2 dagger 1H weapon [Normal] Power 12.0 - 15.6 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
![]() 5.0 T2 greatmaul 2H weapon [Normal] Power 24.5 - 36.8 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Random Unique] Arcane/Master/Psionic Power 37.0 - 59.2 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +19 blight On Hit: * 19% chance to disease * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Res.pen +10% acid +12% physical +5% light Acc +9 (+2 eff.) Apr +13 ----- def ----- Resists +9% light Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Nature Power 24.0 - 38.4 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +14 insidious poison Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Disrupt/Master Power 36.0 - 57.6 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% On Hit: * Slows global speed by 10% Massive two-handed swords. |
![]() 4.0 T3 longbow 2H weapon Reqs Shoot [Normal] Acc+ +0.2% crit / acc Atk.spd 125% Range +8 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.0 - 5.5 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+3 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.5 - 6.1 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Phys.save +4 (+4 eff.) Spell.save +2 (+1 eff.) Mind.save +3 (+2 eff.) ---------- misc Equi/ret +0.60 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 T3 staff 2H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun +7 Wil dps ---------- Phys.crit +8.0% Spell.crit +3% Crit.mult +12.00% Spell.pwr +9 (+5 eff.) Dmg.mod +20% darkness Res.pen +15% mind ---------- misc Hate/m.crit +3.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego+] Arcane/Steamtech Power 15.0 - 22.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam While equipped: Stats +1 Mag +4 Con dps ---------- On Melee Ret: * 12% chance to blind ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +11% light ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T2 waraxe 1H weapon [Ego++] Nature/Master Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Crit.r2 +7 fire On Crit: * cripple the target While equipped: dps ---------- Phys.crit +6.0% All.spd +2% Res.pen +8% fire One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Normal] Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
![]() 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Dmg.mod +10% arcane An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +13% acid ----- def ----- Resists +19% acid ---------- misc Mana/turn +0.12 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy Armour Training [Ego+] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+2 eff.) ----- def ----- Armour +4 Defense +12 (+4 eff.) Fatigue +3% Evasion: (Instant) Puts all charms on 27 cooldown Level 2.6 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 19 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T3 hands armor Reqs Heavy Armour Training [Ego] Nature While equipped: dps ---------- Melee+ 7 nature Dmg.mod +3% nature ----- def ----- Armour +2 Resists +6% nature Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T2 head armor Reqs Heavy Armour Training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+8 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) Dmg.mod +9% fire Res.pen +5% fire Melee Ret 4 arcane ----- def ----- Defense +1 (+1 eff.) Resists +5% arcane +12% fire ---------- misc Mana/turn +0.11 A pointy cloth hat, very wizardly... |
![]() 9.0 T2 light armor [Rare] Nature While equipped: Stats +4 Str +1 Wil +4 Cun ----- def ----- Armour +7 Defense +2 (+1 eff.) Fatigue +7% Resists +6% acid +7% cold ---------- misc Infravis +1 Breathe water A suit of armour made of leather. |
![]() 17.0 T2 massive armor Reqs Str 28 Heavy Armour Training 3 [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Mind.save +10 (+5 eff.) A suit of armour made of metal plates. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Max.HP +20.00 ---------- misc Max.stam +15.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 180 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T2 shot ammo [Ego] Psionic Power 22.0 - 26.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 21 Ranged+ +18 physical On Hit: * 10% chance to knock the target back Shots are used with slings to pummel your foes to death. |
![]() 2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40% Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Amnan the Cornac Shadowblade level 15
39th Dusk 122nd year of Ascendancy at 10:40 see stats
By Amnan the Cornac Shadowblade level 15
33rd Dusk 122nd year of Ascendancy at 07:23 see stats
By Amnan the Cornac Shadowblade level 10
10th Mirth 122nd year of Ascendancy at 04:04 see stats
By Amnan the Cornac Shadowblade level 12
9th Flare 122nd year of Ascendancy at 17:17 see stats
By Amnan the Cornac Shadowblade level 10
2nd Summertide 122nd year of Ascendancy at 13:55 see stats
Log
Black jelly uses Slime Spit.
Amnan picks up (e.): cleansing steel amulet.
Amnan slows down.
Green jelly's Slime Spit hits Amnan for 49 nature damage.
Black jelly misses Amnan.
Amnan uses Dual Strike.
Black jelly resists the blinding light!
Black jelly is stunned!
Amnan hits Green jelly for 20 mind, 6 acid, 30 light (56 total damage).
Amnan hits Black jelly for 60 physical, 6 acid, 30 light, 12 darkness, 77 physical (184 total damage).
Amnan killed Green jelly!
Amnan killed Black jelly!
Amnan speeds up.
You pickup 0.45 gold pieces.
Talent Heartseeker is ready to use.
Talent Dual Strike is ready to use.
You pickup 0.60 gold pieces.
Amnan picks up (O.): ash totem of thorny skin [power 25] (18 cooldown).
Amnan deactivates Shadow Combat.
Amnan activates Shadow Combat.
Amnan deactivates Shadow Combat.